Hi! I am playing an animation on a skeletal mesh component by using the following code:
m_pMesh->PlayAnimation(s_pAnimJump, 0);
where m_pMesh is of type USkeletalMeshComponent* and s_pAnimJump is of type UAnimSequence*.
This plays the animation perfectly! But I would like to know when the jump animation has finished so that I can play the free-fall animation. Does anyone know how to find the remaining time?
Because montages have the nice blend-in, blend-out feature, return the anim length right off the bat, and have many convenience functions such as pause and skip to section. If you don’t want a hitch between animations, simply account for the blend-out time.
Ah, I couldn’t find GetSingleNodeInstance. I didn’t realize it was referring to an animation instance. I will check out montages because the blending will probably look much nicer than a snappy animation change. Thank you so much for taking the time to reply to my question! You have helped me so much.